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graphics: Bug fix (#201): Remove gl.Flush for performance (this ws added by #161 but no longer needed because of BindZeroFrameBuffer)
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07da7a2348
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@ -426,9 +426,3 @@ func (c *Context) DrawElements(mode Mode, len int) {
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
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gl.DrawElements(uint32(mode), int32(len), gl.UNSIGNED_SHORT, gl.PtrOffset(0))
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})
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})
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}
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}
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func (c *Context) Finish() {
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c.RunOnContextThread(func() {
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gl.Finish()
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})
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}
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@ -343,7 +343,3 @@ func (c *Context) BufferSubData(bufferType BufferType, data []int16) {
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func (c *Context) DrawElements(mode Mode, len int) {
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func (c *Context) DrawElements(mode Mode, len int) {
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gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, 0)
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gl.DrawElements(mgl.Enum(mode), len, mgl.UNSIGNED_SHORT, 0)
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}
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}
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func (c *Context) Finish() {
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gl.Finish()
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}
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@ -192,9 +192,6 @@ func (u *UserInterface) SwapBuffers() {
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func (u *UserInterface) swapBuffers() {
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func (u *UserInterface) swapBuffers() {
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// The bound framebuffer must be the default one (0) before swapping buffers.
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// The bound framebuffer must be the default one (0) before swapping buffers.
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u.context.BindZeroFramebuffer()
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u.context.BindZeroFramebuffer()
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// Call glFinish before glfwSwapBuffer to make sure
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// all OpenGL tasks are executed.
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u.context.Finish()
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u.context.RunOnContextThread(func() {
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u.context.RunOnContextThread(func() {
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u.window.SwapBuffers()
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u.window.SwapBuffers()
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})
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})
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